XCOM 2

Droigan

Trakanon Raider
2,495
1,162
BS.jpg

...... fitting nickname at least.
 

Zajeer

Molten Core Raider
544
448
Just finished my first playthrough with WOTC. I played it on hard, non-ironman (I'm a dirty save scummer :/). I found the DLC to be fantastic, and felt really seamless in how it was incorporated into the base game and story. They even appended the ending from the normal X-Com2 ending to add stuff for the 3 factions in WOTC.

With this DLC, I feel like this game has finally surpassed X-Com1 as the better game.
 
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a_skeleton_00

<Banned>
1,027
616
I had no clue how op it was.

Ran 3 grenadiers and the other 3 always random. I had no trouble on commander outside of the very beginning.
 

Seananigans

Potato del Grande
<Screenshotted>
11,956
29,113
I had no clue how op it was.

Ran 3 grenadiers and the other 3 always random. I had no trouble on commander outside of the very beginning.

That tended to be the problem in vanilla. Grenadiers in X2 are absurd. The only thing MORE absurd, I think, is the Reaper, but you really only need one.
 

Gavinmad

Mr. Poopybutthole
42,344
50,368
The main problem with Grenadiers being OP is the short mission length, and it's not about the damage, it's about the accuracy bonuses they provide by destroying cover. Although I guess it's also about the damage when it comes to armor shredding dangerous targets. In Long War the mission pace is slower, grenades do less damage to cover, and the other classes are balanced a lot better.

TBH I got distracted and didn't make it very far into my Long War playthrough, I might fire it back up again.
 
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General Antony

Vyemm Raider
1,142
3,547
I find grenadiers to be the weakest class in the game. Outside of that first pod that you hit concealed the enemy units always perfectly spread out to avoid multiple being hit by a grenade. They can't hit the side of a barn with their shit aim.

Rangers are fucking OP.
 
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Sulrn

Deuces
2,159
360
I find grenadiers to be the weakest class in the game. Outside of that first pod that you hit concealed the enemy units always perfectly spread out to avoid multiple being hit by a grenade. They can't hit the side of a barn with their shit aim.

Rangers are fucking OP.

As stated above, Grenadiers are misnamed in that regard. They should be called "Breachers" or "Gunners". They excel at exposing the enemy (-cover, -aim, -armor, +tohit/crit). If your grenadiers can't hit shit, it sounds like early game or poor play on your part. Most of my grens have had equal or better aim than my snipers in order to exploit chain shot / overwatch shenanigans.
 

General Antony

Vyemm Raider
1,142
3,547
Sharpshooters have like +20 aim on Grenadiers at Col. You're comparing a class stacked with PCS and weapon mods to a base class I guess. Every class is godlike at Colonel though so yes, I would say early game performance is much more important. I run almost everyone with frags, and then ammo at tier 2 armor, so I don't see the value in a lot of the grenadier skills. With specialist getting shred in most cases now I don't see the point.
 

goishen

Macho Ma'am
3,567
14,612
Yah, I mean, Grenadiers are great for early game, since they get holo-targeting very early. Then they get shredding, which makes them even more useful. Then, you get everybody to Colonel, and I barely even used them. Sure, there were times when I needed to destroy some shit, but nothing my psi-op couldn't handle.

I mean, I've seen a ranger take down twelve things in one turn. Agreed, most of them were the lost, but still. Twelve things?!
 
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Sulrn

Deuces
2,159
360
Sharpshooters have like +20 aim on Grenadiers at Col. You're comparing a class stacked with PCS and weapon mods to a base class I guess. Every class is godlike at Colonel though so yes, I would say early game performance is much more important. I run almost everyone with frags, and then ammo at tier 2 armor, so I don't see the value in a lot of the grenadier skills. With specialist getting shred in most cases now I don't see the point.

Grens and Skirmishers gain the most from ammo (exluding talon shotgun rangers). Grens gain the most from grenades. You're mixing your arguments up. Disregarding endgame play (where other classes start to outshine) then claim a lack of value in some of the strongest early game abilities (holo targeting / shred / heavy ordinance / demolition / suppression). /shrug

I mean, I've seen a ranger take down twelve things in one turn. Agreed, most of them were the lost, but still. Twelve things?!

Lay out one of the beacons after summoning a couple hordes with a templar / sniper w/Between the Eyes.

Can have a lot of fun with infinite ammo sidearms. There's video somewhere of someone doing just that with a pistol marksman. 20+ kills
 
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Sulrn

Deuces
2,159
360
WoTC finally got patched... 7.7GBs worth.

Game needed more love than I thought.

Gameplay – Strategy Layer
  • Beta Strike now is applied to XCOM soldiers if the tutorial is enabled
  • Scientists and engineers can no longer be used while deployed on Covert Actions
  • Fixed base game soldier promotion abilities not being free in the Training Center if a cross-class ability is purchased first
  • Fixed a visual issue with the inventory menu after selecting a Grenadier's utility item or grenade slot in the Hangar
  • Fixed Resistance Order card duplication
  • Fixed a navigation issue caused by empty Resistance Order card slots
  • Tutorial: Players can now re-enter the Research screen if they’ve tried to exit during the tutorial.
  • Fixed an issue that prevented soldiers from being dismissible after completing Lost and Abandoned with the Tutorial enabled
  • Fixed the conventional weapon breakthrough tech causing "+1 Damage" to display on the claymore when viewed in the Armory
  • Soldiers in the Character Pool now generate with a background
  • Scavengers Resistance Order now only applies to resource-based POI rewards
  • Weapon color defaults to 20 now instead of -1 to prevent mismatched color previews
  • Camera outline and poster display update on screen change
  • Fixed an issue with SPARKs getting permanently stuck in a wounded yet "Available" state after going on Chosen Stronghold missions
  • Fixed the Lost World Dark Event to expire correctly
  • Fixed lingering cohesion glow after creating a new bond
  • Fixed an issue where faction soldiers in the Training Center promotion screen would not appear when cycling through soldiers
  • Removed references to Resistance HQ from strategy notifications
  • Removed the ability for soldiers to gain positive traits as part of the AWC post-mission negative trait recovery mechanic
  • Soldiers on Covert Actions no longer drop their equipped items when the player enters the squad select screen
  • Fixed Rescue Soldier missions sometimes appearing with no reward if you fail it the first time
  • Adding additional text to the Reaper's Silent Killer ability description
  • Fixed weapons with mods attached not upgrading to the next tier for soldiers who are deployed on ambush-able Covert Actions


Gameplay – Tactical Layer
  • Chosen will be activated only if someone on XCOM team has been revealed
  • Fixed a bug where the fog of war fails to update or disappear when the player's Codex creates a clone during a mission
  • Fixed an issue where detection tiles would disappear for faction soldiers after loading a save while in concealment
  • VIPs using hunker down no longer break concealment
  • Berserk Rangers no longer attack squadmates
  • Fixed visualization of Archon patrol pathing
  • Units now take claymore damage when a claymore is detonated underneath them while on a destructible floor during tactical gameplay
  • ADVENT Priests triggering Sustain while standing in the evac zone no longer fails the mission
  • Alien Rulers get a 1.5X HP boost when Beta Strike is enabled
  • Fixed an issue where Purifiers became unresponsive after their clone made from Shadowbind was destroyed
  • Bladestorm and Retribution excludes teammates as valid targets
  • Enemy reinforcement visual indicator no longer disappears
  • Chosen can no longer turn into cocoons from Chryssalid poison
  • Spectres hit with Stasis will no longer prevent shadowbound units from recovering when the Spectre is killed
  • Fixed missing flyover for Lightning Reflexes
  • Gremlins only reveal hidden units after a hack attempt is made
  • Changed Skirmisher Ionic Ripjack stun chance to 25%
  • Darkclaw now gains the effects of equipped ammo
  • Brutal Chosen strength temporarily decreases soldier Will
  • Fixed ambient lighting not being applied in some non-tactical areas
  • Targetable enemy indicator refreshes correctly after navigating tactical menus
  • Fixed an issue where help text and other pop-ups would not trigger during the tutorial
  • Units provided by the Volunteer Army & Double Agent Resistance Orders will no longer count as units lost during a campaign
  • Updated Mimic Beacon behavior for Purifier, Priest, Spectre, and shadowbound units
  • Added AI AoE finder updates to enable AoE attacks on Mimic Beacons
  • Fixed an issue preventing Mimic Beacons from being attacked more than once by purifiers
  • Skulljack now kills units instantly if Beta Strike is enabled
  • Shredded armor no longer reappears after reloading a save
  • Fixed an issue where Skirmishers could use Wrath to move to an area, but not perform a melee attack
  • Fixed infinite visualization hang when X2Action_WaitForAnotherAction fails to receive the event trigger it is registered for
  • Fixed issue with claymores not being immediately targetable by the Reaper
  • Reduced Chosen Hunter pistol range
  • Skulljack no longer prevents a unit from becoming concealed
  • Supply Extraction loot now recovered if XCOM evacs from the mission
  • Fixed a loss of functionality caused by simultaneously entering a rescue circle and triggering a Lost pod during a Rescue Stranded Resistance Agents mission
  • Fixed crash caused by too many Lost on screen at one time
  • Restricting spawns in the corners of some parcels to prevent Chosen from being stuck if they spawn in the corner of a map
  • Slightly reducing the aim of Retaliation civilian militia and Volunteer Army soldiers
  • Shadowbound units don't get abilities granted from Sustaining Spheres. This matches up with shadowbound units not getting built in Sustain ability from units either
  • Prevent Chosen Kidnap / Extract on special units that come from HQ via Double Agent or Volunteer Army
  • Fix for an indefinite hang when a unit gets the burning status effect when moving for a Skullmine action during tactical gameplay
  • Holy Warrior effects no longer persist after the Priest is removed from the mission
  • Chosen Sarcophagus health displays correctly after loading a save game while the shield is up
  • Bluescreen Rounds no longer affect destructibles
  • Updated Shadowbind to remove the Parthenogenic Poison from the target
  • Decoupled GameStateUnit and asynchronous pawn load requests to prevent hung levels and crashes on level load
  • Fixed crashes related to GetAllViewersOfTarget
  • Fixed crashes related to GetAllVisibleToSource
  • Fixed crashes related to GetAllViewersOfLocation
  • Fixed crashes caused by for large block of LoadMap crashes
  • Fixed GetWorldInfo crashes on RenderThread
  • FixedProtection against IsAudible crashes from effects


Challenge Mode
  • Added new event notifications: 5 Enemy Kills, Concealment Broken, First Soldier Wounded, Killed a Sectopod or Gatekeeper, Lost a Sectopod or Gatekeeper, and Completed Mission
  • Challenge Mode replay improvements: show the reaper roll, skip challenge points banners, disable mission narratives
  • Added user score and total players to Challenge Mode squad select screen
  • Changed Challenge events to display completion percentages of total players for an event
  • ADVENT soldiers now take an action when their shadowbound clone is killed
  • Enemy units will now move or take actions when the player Shadowbinds another enemy unit in the same pod
  • Challenge Mode replays will now automatically start playing
  • Fixed an issue where Focus drops were not occurring in Challenge mode
  • Additional score break down and stats to leaderboard
  • Consolidated the objective and enemy score decrease messages into one message when appropriate
  • Fixed an issue causing Challenges to auto-complete


Misc
  • Modding - Added files to improve compatibility between the game and uncooked content
  • Character Pool now checks base game and expansion directories for available pools
  • Fixed Character Pool lighting when on Stronghold shell screen
  • Fixed a crash with the Character Pool trying to access a version of a unit that no longer exists
  • Added a button to open the local Photobooth directory from the game
  • Class pose filtering is skipped when doing a memorial shot
  • Additional crash and bug fixes
 
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Conefed

Blackwing Lair Raider
2,806
1,649
So this just happened: The LZ is too far away on a timed mission and there's ADVENT standing in it. I launch a grenade, destroyed the floor, which resets the landing zone much closer to my soldiers and they all escape.
 

Bandwagon

Kolohe
<Silver Donator>
22,711
59,522
So this just happened: The LZ is too far away on a timed mission and there's ADVENT standing in it. I launch a grenade, destroyed the floor, which resets the landing zone much closer to my soldiers and they all escape.
That's not xcom
 
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Gavinmad

Mr. Poopybutthole
42,344
50,368
I used to have a video of a dude destroying the extraction zone with a blaster launcher on turn 1, it relocated right next to him, and turn 2 he extracted with the VIP. Was pretty hilarious.
 

Qhue

Trump's Staff
7,475
4,419
I had not realized that Xcom 2 was one of the PS+ games for June and I just happened to stumble across it yesterday. Having a lot of fun even though I'm playing it on a console.
 
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